var t = require;
var e = module;
var o = exports;
Object.defineProperty(o, "__esModule", {
    value: !0
}),
o.Basics_Tools_Info = o.Basics_preview_weapon_Info = o.Basics_Weapon_Info = o.Basics_Wheel_Info = o.Basics_Body_Info = o.Template_Save_Info = o.getToolsIdList = o.getWeaponIdList = o.getWheelIdList = o.getBodyIdList = o.getRandomToolsElec = o.getRandomToolsHp = o.getRandomWeaponElec = o.getRandomWeaponDamage = o.getRandomWheelHp = o.getRandomCarElec = o.getRandomCarHp = o.GetRandomItemElec = o.getBuffItem = o.GetRandomItemDamage = o.GetRandomItemHp = o.GetBoxAllItemsData = o.getToolsData = o.getWeaponData = o.getWheelData = o.getBodyData = o.Tools_Info = o.Weapon_Info = o.Wheel_Info = o.Body_Info = o.getWeaponDataByIndex = o.getWheelDataByIndex = o.GetCarToolsData = o.GetCarWeaponData = o.GetCarWheelData = o.GetCarBodyData = o.Tools_ID = o.Weapon_ID = o.Car_Index = o.colliderTag = o.DataType = o.Basics_Items_Type = o.Item_Star_Max = o.Item_Level_Max = void 0;
var i = t("Util"),
n = t("Global");
function a(t, e) {
    var o = i.Util.getRandomInt(10, 12) / 10;
    return Math.floor(t * o * e)
}
function r(t) {
    return 1 == t ? 5 : 2 == t ? i.Util.getRandomInt(7, 8) : t > 2 ? i.Util.getRandomInt(10, 18) : i.Util.getRandomInt(6, 8)
}
function s(t, e) {
    var o = i.Util.getRandomInt(10, 12) / 10;
    return Math.floor(t * o * (e + 1))
}
function l(t, e, o) {
    var n = i.Util.getRandomInt(10, 12) / 10,
    a = i.Util.getRandomInt(t, e);
    return Math.floor(a * n * o)
}
function c(t, e, o) {
    return 1 == o ? i.Util.getRandomInt(4, 5) : 2 == o ? i.Util.getRandomInt(4, 5) : i.Util.getRandomInt(t, e)
}
function d(t, e, o) {
    return i.Util.getRandomInt(t, e) * o
}
function h(t, e, o) {
    return 1 == o ? 1 : 2 == o ? 2 : i.Util.getRandomInt(t, e)
}
o.Item_Level_Max = 60,
o.Item_Star_Max = 5,
o.Basics_Items_Type = {
    tools: "tools",
    weapon: "weapon",
    wheel: "wheel",
    body: "body",
    gold: "gold",
    diamond: "diamond"
},
o.DataType = {
    hp: "hp",
    damage: "damage"
},
o.colliderTag = {
    Hall: {
        body: 0,
        wheel: 1,
        weapon: 2,
        tools: 3
    },
    assembly: {
        body: 10,
        wheel: 11,
        weapon: 12,
        tools: 13
    }
},
function(t) {
    t[t.car01 = 0] = "car01",
    t[t.car02 = 1] = "car02",
    t[t.car03 = 2] = "car03",
    t[t.car04 = 3] = "car04",
    t[t.car05 = 4] = "car05"
} (o.Car_Index || (o.Car_Index = {})),
o.Weapon_ID = {
    Rocket: "weapon01",
    Saw: "weapon02",
    Hammer: "weapon03",
    ElecSaw: "weapon04",
    Fist: "weapon05",
    DoubleSaw: "weapon06",
    Gatlin: "weapon07",
    Grapeshot: "weapon08",
    Laser: "weapon09",
    shotgun: "weapon10",
    Boomerang: "weapon11"
},
o.Tools_ID = {
    Tray: "tools01",
    RevThruster: "tools02",
    Thruster: "tools03",
    Harpoon: "tools04",
    Landmine: "tools05"
},
o.GetCarBodyData = function(t) {
    for (var e = 0; e < o.Body_Info.length; e++) if (o.Body_Info[e].id == t) return o.Body_Info[e];
    return null
},
o.GetCarWheelData = function(t) {
    for (var e = 0; e < o.Wheel_Info.length; e++) if (o.Wheel_Info[e].id == t) return o.Wheel_Info[e];
    return null
},
o.GetCarWeaponData = function(t) {
    for (var e = 0; e < o.Weapon_Info.length; e++) if (o.Weapon_Info[e].id == t) return o.Weapon_Info[e];
    return null
},
o.GetCarToolsData = function(t) {
    for (var e = 0; e < o.Tools_Info.length; e++) if (o.Tools_Info[e].id == t) return o.Tools_Info[e];
    return null
},
o.getWheelDataByIndex = function(t) {
    for (var e = 0; e < o.Wheel_Info.length; e++) if (o.Wheel_Info[e].index == t) return o.Wheel_Info[e];
    return null
},
o.getWeaponDataByIndex = function(t) {
    for (var e = 0; e < o.Weapon_Info.length; e++) if (o.Weapon_Info[e].index == t) return o.Weapon_Info[e];
    return null
},
o.Body_Info = [{
    id: "body01",
    index: 0,
    type: o.Basics_Items_Type.body,
    name: "滑头",
    assemblyScale: .8,
    rolePos: cc.v3( - 69, 38, 0),
    roleRotation: 31,
    wheelPos: [cc.v3( - 69, -42, 0), cc.v3(69, -42, 0)],
    weaponPos: [cc.v3(59, 0, 0), cc.v3(0, 0, 0)],
    toolsPos: [cc.v3( - 59, 0, 0), cc.v3(0, 0, 0)],
    hallPos: cc.v3(0, -25, 0),
    shadowPos: cc.v3(0, -70, 0),
    gameLeftPos: cc.v3( - 392, -30, 0),
    gameRightPos: cc.v3(392, -30, 0),
    description: "机身较轻，便于跳跃、飞行和越过障碍。",
    linearDamping: 0,
    linearVelocity: cc.v2(250, 0),
    angularDamping: 0,
    angularVelocity: 350
},
{
    id: "body02",
    index: 1,
    type: o.Basics_Items_Type.body,
    name: "泰坦",
    assemblyScale: .5,
    rolePos: cc.v3( - 20, 88, 0),
    roleRotation: 0,
    wheelPos: [cc.v3( - 62, -92, 0), cc.v3(52, -92, 0)],
    weaponPos: [cc.v3(30, -10, 0), cc.v3(0, 0, 0)],
    toolsPos: [cc.v3( - 45, -10, 0), cc.v3(0, 0, 0)],
    hallPos: cc.v3(0, 10, 0),
    shadowPos: cc.v3(0, -110, 0),
    gameLeftPos: cc.v3( - 367, 7, 0),
    gameRightPos: cc.v3(367, 7, 0),
    description: "机身最重，血量厚，存在稳定性问题。",
    linearDamping: 0,
    linearVelocity: cc.v2(200, 0),
    angularDamping: 0,
    angularVelocity: 50
},
{
    id: "body03",
    index: 2,
    type: o.Basics_Items_Type.body,
    name: "经典",
    assemblyScale: .6,
    rolePos: cc.v3( - 90, 44, 0),
    roleRotation: 31,
    wheelPos: [cc.v3( - 85, -72, 0), cc.v3(85, -72, 0)],
    weaponPos: [cc.v3(59, 0, 0), cc.v3(0, 0, 0)],
    toolsPos: [cc.v3(0, -20, 0), cc.v3(0, 0, 0)],
    hallPos: cc.v3(0, -10, 0),
    shadowPos: cc.v3(0, -85, 0),
    gameLeftPos: cc.v3( - 392, -25, 0),
    gameRightPos: cc.v3(392, -25, 0),
    description: "血量最低，但是稳定，并且有很高的几率控制对手的战车。",
    linearDamping: 0,
    linearVelocity: cc.v2(200, 0),
    angularDamping: 0,
    angularVelocity: 50
},
{
    id: "body04",
    index: 3,
    type: o.Basics_Items_Type.body,
    name: "浪板",
    assemblyScale: .6,
    rolePos: cc.v3( - 60, 44, 0),
    roleRotation: 0,
    wheelPos: [cc.v3( - 85, -62, 0), cc.v3(85, -62, 0)],
    weaponPos: [cc.v3(59, 0, 0), cc.v3(0, 0, 0)],
    toolsPos: [cc.v3( - 59, 0, 0), cc.v3(0, 0, 0)],
    hallPos: cc.v3(0, -10, 0),
    shadowPos: cc.v3(0, -85, 0),
    gameLeftPos: cc.v3( - 392, -25, 0),
    gameRightPos: cc.v3(392, -25, 0),
    description: "造型美观，可与多种不同部件组合。",
    linearDamping: 0,
    linearVelocity: cc.v2(200, 0),
    angularDamping: 0,
    angularVelocity: 300
},
{
    id: "body05",
    index: 4,
    type: o.Basics_Items_Type.body,
    name: "磐石",
    assemblyScale: .6,
    rolePos: cc.v3(0, 58, 0),
    roleRotation: 0,
    wheelPos: [cc.v3( - 85, -72, 0), cc.v3(85, -72, 0)],
    weaponPos: [cc.v3(59, 0, 0), cc.v3(0, 0, 0)],
    toolsPos: [cc.v3( - 59, 0, 0), cc.v3(0, 0, 0)],
    hallPos: cc.v3(0, -10, 0),
    shadowPos: cc.v3(0, -85, 0),
    gameLeftPos: cc.v3( - 392, -25, 0),
    gameRightPos: cc.v3(392, -25, 0),
    description: "适合跳跃和翻滚的机身。",
    linearDamping: 0,
    linearVelocity: cc.v2(200, 0),
    angularDamping: 0,
    angularVelocity: 300
}],
o.Wheel_Info = [{
    id: "wheel01",
    index: 0,
    type: o.Basics_Items_Type.wheel,
    name: "旋钮轮",
    radius: 31,
    MotorTorque: 80,
    motorSpeed: 1e3,
    description: "最小车轮。"
},
{
    id: "wheel02",
    index: 1,
    type: o.Basics_Items_Type.wheel,
    name: "滚轮",
    radius: 31,
    MotorTorque: 80,
    motorSpeed: 1e3,
    description: "功能最多的车轮。"
},
{
    id: "wheel03",
    index: 2,
    type: o.Basics_Items_Type.wheel,
    name: "滑板轮",
    radius: 41,
    MotorTorque: 100,
    motorSpeed: 800,
    description: "尺寸和血量中等的车轮。"
},
{
    id: "wheel04",
    index: 3,
    type: o.Basics_Items_Type.wheel,
    name: "轱辘轮",
    radius: 45,
    MotorTorque: 150,
    motorSpeed: 600,
    description: "大型车轮，血量较多"
}],
o.Weapon_Info = [{
    id: o.Weapon_ID.Rocket,
    index: 0,
    type: o.Basics_Items_Type.weapon,
    name: "火箭",
    anchor: cc.v2(.4, .5),
    description: "远程武器，伤害较高。"
},
{
    id: o.Weapon_ID.Saw,
    index: 1,
    type: o.Basics_Items_Type.weapon,
    name: "长钉",
    anchor: cc.v2(.1, .5),
    description: "战斗范围最广的最佳近战武器。"
},
{
    id: o.Weapon_ID.Hammer,
    index: 2,
    type: o.Basics_Items_Type.weapon,
    name: "圆锯",
    anchor: cc.v2(.9, .5),
    impulse: cc.v2(3e3, 0),
    description: "旋转、击打。可打破气球。"
},
{
    id: o.Weapon_ID.ElecSaw,
    index: 3,
    type: o.Basics_Items_Type.weapon,
    name: "电锯",
    anchor: cc.v2(.2, .5),
    description: "近战武器，射程近，伤害大。"
},
{
    id: o.Weapon_ID.Fist,
    index: 4,
    type: o.Basics_Items_Type.weapon,
    name: "伸缩拳头",
    anchor: cc.v2(.2, .5),
    description: "近战武器，射程近，伤害大。"
},
{
    id: o.Weapon_ID.DoubleSaw,
    index: 5,
    type: o.Basics_Items_Type.weapon,
    name: "双头锯",
    anchor: cc.v2(.5, .5),
    impulse: cc.v2(3e3, 0),
    description: "旋转、击打，击退。"
},
{
    id: o.Weapon_ID.Gatlin,
    index: 6,
    type: o.Basics_Items_Type.weapon,
    name: "加特林",
    anchor: cc.v2(.5, .5),
    description: "射速快，火力强"
},
{
    id: o.Weapon_ID.Grapeshot,
    index: 7,
    type: o.Basics_Items_Type.weapon,
    name: "三重榴弹",
    anchor: cc.v2(.5, .5),
    description: "可以一次发射三发的榴弹炮"
},
{
    id: o.Weapon_ID.Laser,
    index: 8,
    type: o.Basics_Items_Type.weapon,
    name: "激光炮",
    anchor: cc.v2(.5, .5),
    description: "可以一击必杀的强力武器"
},
{
    id: o.Weapon_ID.shotgun,
    index: 9,
    type: o.Basics_Items_Type.weapon,
    name: "霰弹枪",
    anchor: cc.v2(.5, .5),
    impulse: cc.v2(450, 0),
    description: "离得越近，威力越大"
},
{
    id: o.Weapon_ID.Boomerang,
    index: 10,
    type: o.Basics_Items_Type.weapon,
    name: "回旋镖",
    anchor: cc.v2(.2, .5),
    description: "可回收武器，绿色环保"
}],
o.Tools_Info = [{
    id: o.Tools_ID.RevThruster,
    index: 1,
    type: o.Basics_Items_Type.tools,
    name: "反推器",
    anchor: cc.v2(.5, .5),
    impulse: cc.v2(3500, 0),
    rotation: 0,
    description: "向后推动战车，然后失效"
},
{
    id: o.Tools_ID.Thruster,
    index: 2,
    type: o.Basics_Items_Type.tools,
    name: "推进器",
    anchor: cc.v2(.5, .5),
    impulse: cc.v2(3500, 0),
    rotation: 0,
    description: "使战车加速向前，然后无效"
},
{
    id: o.Tools_ID.Harpoon,
    index: 3,
    type: o.Basics_Items_Type.tools,
    name: "鱼叉",
    anchor: cc.v2(.5, .5),
    time: 2,
    lineLength: 1664,
    speed: 80,
    rotation: 0,
    description: "接触敌人后爆炸并将其抛回"
},
{
    id: o.Tools_ID.Landmine,
    index: 4,
    type: o.Basics_Items_Type.tools,
    name: "地雷装置",
    anchor: cc.v2(.4, .5),
    impulse: cc.v2(35e3, 0),
    rotation: 0,
    description: "放置地雷"
}],
o.getBodyData = function(t) {
    for (var e = 0; e < o.Basics_Body_Info.length; e++) if (o.Basics_Body_Info[e].id == t) return o.Basics_Body_Info[e];
    return null
},
o.getWheelData = function(t) {
    for (var e = 0; e < o.Basics_Wheel_Info.length; e++) if (o.Basics_Wheel_Info[e].id == t) return o.Basics_Wheel_Info[e];
    return null
},
o.getWeaponData = function(t) {
    for (var e = 0; e < o.Basics_Weapon_Info.length; e++) if (o.Basics_Weapon_Info[e].id == t) return o.Basics_Weapon_Info[e];
    return null
},
o.getToolsData = function(t) {
    for (var e = 0; e < o.Basics_Tools_Info.length; e++) if (o.Basics_Tools_Info[e].id == t) return o.Basics_Tools_Info[e];
    return null
},
o.GetBoxAllItemsData = function() {
    for (var t = [], e = 0; e < o.Basics_Body_Info.length; e++) t.push(o.Basics_Body_Info[e]);
    for (e = 0; e < o.Basics_Wheel_Info.length; e++) t.push(o.Basics_Wheel_Info[e]);
    for (e = 0; e < o.Basics_Weapon_Info.length; e++) t.push(o.Basics_Weapon_Info[e]);
    for (e = 0; e < o.Basics_Tools_Info.length; e++) t.push(o.Basics_Tools_Info[e]);
    return t
},
o.GetRandomItemHp = function(t, e) {
    switch (t.type) {
        case o.Basics_Items_Type.body:
            return a(t.hpMax, e);
        case o.Basics_Items_Type.wheel:
            return s(t.hpMax, e);
        case o.Basics_Items_Type.weapon:
            return 0;
        case o.Basics_Items_Type.tools:
            return d(t.hpMin, t.hpMax, e);
    }
},
o.GetRandomItemDamage = function(t, e) {
    switch (t.type) {
        case o.Basics_Items_Type.body:
        case o.Basics_Items_Type.wheel:
            return 0;
        case o.Basics_Items_Type.weapon:
            return l(t.damageMin, t.damageMax, e);
        case o.Basics_Items_Type.tools:
            return 0;
    }
},
o.getBuffItem = function(t) {
    var e = t.type;
    if (e == o.Basics_Items_Type.body) {
        t.quality = n.Quality.epic;
        for (var a, r, s = [o.Basics_Items_Type.body, o.Basics_Items_Type.wheel, o.Basics_Items_Type.tools, o.Basics_Items_Type.weapon], l = s[i.Util.getRandomInt(0, s.length)], c = 1.05, d = {
            type: null,
            id: null,
            buffType: n.BuffType.hp,
            number: 0
        }; e == l;) l = s[i.Util.getRandomInt(0, s.length)];
        switch (l) {
            case o.Basics_Items_Type.body:
                a = o.Basics_Body_Info[i.Util.getRandomInt(0, o.Basics_Body_Info.length)].id;
            break;
            case o.Basics_Items_Type.wheel:
                a = o.Basics_Wheel_Info[i.Util.getRandomInt(0, o.Basics_Wheel_Info.length)].id;
            break;
            case o.Basics_Items_Type.weapon:
                a = o.Basics_Weapon_Info[i.Util.getRandomInt(0, o.Basics_Weapon_Info.length)].id;
            break;
            case o.Basics_Items_Type.tools:
                a = o.Basics_Tools_Info[i.Util.getRandomInt(0, o.Basics_Tools_Info.length)].id;
        }
        return r = l == o.Basics_Items_Type.weapon ? n.BuffType.damage: n.BuffType.hp,
        i.Util.probability(.03) ? c = 1.5 : i.Util.probability(.05) ? c = 1.2 : i.Util.probability(.1) ? c = 1.15 : i.Util.probability(.15) ? c = 1.1 : i.Util.probability(.2) && (c = 1.05),
        d.type = l,
        d.id = a,
        d.buffType = r,
        d.number = c,
        d
    }
},
o.GetRandomItemElec = function(t, e) {
    switch (t.type) {
        case o.Basics_Items_Type.body:
            return r(e);
        case o.Basics_Items_Type.wheel:
            return 0;
        case o.Basics_Items_Type.weapon:
            return c(t.elecMin, t.elecMin, e);
        case o.Basics_Items_Type.tools:
            return h(t.elecMin, t.elecMax, e);
    }
},
o.getRandomCarHp = a,
o.getRandomCarElec = r,
o.getRandomWheelHp = s,
o.getRandomWeaponDamage = l,
o.getRandomWeaponElec = c,
o.getRandomToolsHp = d,
o.getRandomToolsElec = h,
o.getBodyIdList = function() {
    for (var t = [], e = 0; e < o.Basics_Body_Info.length; e++) {
        var i = o.Basics_Body_Info[e];
        t.push(i.id)
    }
    return t
},
o.getWheelIdList = function() {
    for (var t = [], e = 0; e < o.Basics_Wheel_Info.length; e++) {
        var i = o.Basics_Wheel_Info[e];
        t.push(i.id)
    }
    return t
},
o.getWeaponIdList = function() {
    for (var t = [], e = 0; e < o.Basics_Weapon_Info.length; e++) {
        var i = o.Basics_Weapon_Info[e];
        t.push(i.id)
    }
    return t
},
o.getToolsIdList = function() {
    return [o.Tools_ID.Harpoon, o.Tools_ID.Thruster]
},
o.Template_Save_Info = {
    uid: 0,
    id: "",
    type: "",
    hp: 0,
    damage: 0,
    elec: 0,
    star: 0
},
o.Basics_Body_Info = [{
    id: "body01",
    index: 0,
    type: o.Basics_Items_Type.body,
    name: "滑头",
    hpMin: 36,
    hpMax: 36,
    quality: n.Quality.common,
    damageMin: 0,
    damageMax: 0,
    elecMin: 6,
    elecMax: 18,
    starMin: 1,
    starMax: 5
},
{
    id: "body02",
    index: 1,
    type: o.Basics_Items_Type.body,
    name: "泰坦",
    hpMin: 54,
    hpMax: 54,
    quality: n.Quality.common,
    damageMin: 0,
    damageMax: 0,
    elecMin: 6,
    elecMax: 18,
    starMin: 1,
    starMax: 5
},
{
    id: "body03",
    index: 2,
    type: o.Basics_Items_Type.body,
    name: "经典",
    hpMin: 27,
    hpMax: 27,
    quality: n.Quality.common,
    damageMin: 0,
    damageMax: 0,
    elecMin: 6,
    elecMax: 18,
    starMin: 1,
    starMax: 5
},
{
    id: "body04",
    index: 3,
    type: o.Basics_Items_Type.body,
    name: "浪板",
    hpMin: 27,
    hpMax: 27,
    quality: n.Quality.common,
    damageMin: 0,
    damageMax: 0,
    elecMin: 6,
    elecMax: 18,
    starMin: 1,
    starMax: 5
},
{
    id: "body05",
    index: 4,
    type: o.Basics_Items_Type.body,
    name: "磐石",
    hpMin: 27,
    hpMax: 27,
    quality: n.Quality.common,
    damageMin: 0,
    damageMax: 0,
    elecMin: 6,
    elecMax: 18,
    starMin: 1,
    starMax: 5
}],
o.Basics_Wheel_Info = [{
    id: "wheel01",
    index: 0,
    type: o.Basics_Items_Type.wheel,
    name: "旋钮轮",
    hpMin: 5,
    hpMax: 5,
    quality: n.Quality.common,
    damageMin: 0,
    damageMax: 0,
    elecMin: 0,
    elecMax: 0,
    starMin: 1,
    starMax: 5,
    description: "最小车轮。"
},
{
    id: "wheel02",
    index: 1,
    type: o.Basics_Items_Type.wheel,
    name: "滚轮",
    hpMin: 7,
    hpMax: 7,
    quality: n.Quality.common,
    damageMin: 0,
    damageMax: 0,
    elecMin: 0,
    elecMax: 0,
    starMin: 1,
    starMax: 5,
    description: "功能最多的车轮。"
},
{
    id: "wheel03",
    index: 2,
    type: o.Basics_Items_Type.wheel,
    name: "滑板轮",
    hpMin: 6,
    hpMax: 6,
    quality: n.Quality.common,
    damageMin: 0,
    damageMax: 0,
    elecMin: 0,
    elecMax: 0,
    starMin: 1,
    starMax: 5,
    description: "尺寸和血量中等的车轮。"
},
{
    id: "wheel04",
    index: 3,
    type: o.Basics_Items_Type.wheel,
    name: "轱辘轮",
    hpMin: 6,
    hpMax: 6,
    quality: n.Quality.common,
    damageMin: 0,
    damageMax: 0,
    elecMin: 0,
    elecMax: 0,
    starMin: 1,
    starMax: 5,
    description: "大型车轮，血量较多"
}],
o.Basics_Weapon_Info = [{
    id: o.Weapon_ID.Rocket,
    index: 0,
    type: o.Basics_Items_Type.weapon,
    name: "火箭",
    quality: n.Quality.common,
    damageMin: 8,
    damageMax: 8,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "远程武器，伤害较高。"
},
{
    id: o.Weapon_ID.Saw,
    index: 1,
    type: o.Basics_Items_Type.weapon,
    name: "长钉",
    quality: n.Quality.common,
    damageMin: 8,
    damageMax: 8,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "战斗范围最广的最佳近战武器。"
},
{
    id: o.Weapon_ID.Hammer,
    index: 2,
    type: o.Basics_Items_Type.weapon,
    name: "圆锯",
    quality: n.Quality.common,
    damageMin: 4,
    damageMax: 4,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "旋转、击打。可打破气球。"
},
{
    id: o.Weapon_ID.ElecSaw,
    index: 3,
    type: o.Basics_Items_Type.weapon,
    name: "电锯",
    quality: n.Quality.common,
    damageMin: 8,
    damageMax: 8,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "近战武器，射程近，伤害大。"
},
{
    id: o.Weapon_ID.Fist,
    index: 4,
    type: o.Basics_Items_Type.weapon,
    name: "伸缩拳头",
    quality: n.Quality.common,
    damageMin: 8,
    damageMax: 8,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "近战武器，射程近，伤害大。"
},
{
    id: o.Weapon_ID.DoubleSaw,
    index: 5,
    type: o.Basics_Items_Type.weapon,
    name: "双头锯",
    quality: n.Quality.epic,
    damageMin: 8,
    damageMax: 8,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "旋转、击打。击退"
},
{
    id: o.Weapon_ID.Gatlin,
    index: 6,
    type: o.Basics_Items_Type.weapon,
    name: "加特林",
    quality: n.Quality.Legendary,
    damageMin: 15,
    damageMax: 15,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "连续打击"
},
{
    id: o.Weapon_ID.Grapeshot,
    index: 7,
    type: o.Basics_Items_Type.weapon,
    name: "三重榴弹炮",
    quality: n.Quality.Legendary,
    damageMin: 16,
    damageMax: 16,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "一次发射三发榴弹炮"
},
{
    id: o.Weapon_ID.Laser,
    index: 8,
    type: o.Basics_Items_Type.weapon,
    name: "激光炮",
    quality: n.Quality.Legendary,
    damageMin: 8,
    damageMax: 8,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "可以一击必杀的强力武器"
},
{
    id: o.Weapon_ID.shotgun,
    index: 9,
    type: o.Basics_Items_Type.weapon,
    name: "霰弹枪",
    quality: n.Quality.epic,
    damageMin: 8,
    damageMax: 8,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "离得越近，威力越大"
},
{
    id: o.Weapon_ID.Boomerang,
    index: 10,
    type: o.Basics_Items_Type.weapon,
    name: "回旋镖",
    quality: n.Quality.epic,
    damageMin: 8,
    damageMax: 8,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "可回收武器，绿色环保"
}],
o.Basics_preview_weapon_Info = [{
    id: "weapon12",
    index: 11,
    type: o.Basics_Items_Type.weapon,
    name: "机甲巨炮",
    quality: n.Quality.Legendary,
    damageMin: 8,
    damageMax: 8,
    elecMin: 4,
    elecMax: 8,
    starMin: 1,
    starMax: 5,
    description: "毁天灭地"
}],
o.Basics_Tools_Info = [{
    id: o.Tools_ID.RevThruster,
    index: 1,
    type: o.Basics_Items_Type.tools,
    name: "反推器",
    quality: n.Quality.common,
    hpMin: 8,
    hpMax: 8,
    elecMin: 1,
    elecMax: 2,
    starMin: 1,
    starMax: 5,
    description: "向后推动战车，然后失效"
},
{
    id: o.Tools_ID.Thruster,
    index: 2,
    type: o.Basics_Items_Type.tools,
    name: "推进器",
    quality: n.Quality.common,
    hpMin: 8,
    hpMax: 8,
    elecMin: 1,
    elecMax: 2,
    starMin: 1,
    starMax: 5,
    description: "使战车加速向前，然后无效"
},
{
    id: o.Tools_ID.Harpoon,
    index: 3,
    type: o.Basics_Items_Type.tools,
    name: "鱼叉",
    quality: n.Quality.common,
    hpMin: 6,
    hpMax: 6,
    elecMin: 1,
    elecMax: 2,
    starMin: 1,
    starMax: 5,
    description: "接触敌人后爆炸并将其抛回"
},
{
    id: o.Tools_ID.Landmine,
    index: 4,
    type: o.Basics_Items_Type.tools,
    name: "地雷装置",
    quality: n.Quality.Legendary,
    hpMin: 6,
    hpMax: 6,
    elecMin: 1,
    elecMax: 2,
    starMin: 1,
    starMax: 5,
    description: "放置地雷"
}]